#include "brw_defines.h"
#include "intel_batchbuffer.h"
#include "main/fbobject.h"
+#include "main/framebuffer.h"
+#include "main/viewport.h"
static void
gen8_upload_sf_clip_viewport(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
- const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
float y_scale, y_bias;
+ const float fb_height = (float)_mesa_geometric_height(ctx->DrawBuffer);
const bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
float *vp = brw_state_batch(brw, AUB_TRACE_SF_VP_STATE,
y_bias = 0;
} else {
y_scale = -1.0;
- y_bias = ctx->DrawBuffer->Height;
+ y_bias = fb_height;
}
for (unsigned i = 0; i < ctx->Const.MaxViewports; i++) {
- const GLfloat *const v = ctx->ViewportArray[i]._WindowMap.m;
+ float scale[3], translate[3];
+ _mesa_get_viewport_xform(ctx, i, scale, translate);
/* _NEW_VIEWPORT: Viewport Matrix Elements */
- vp[0] = v[MAT_SX]; /* m00 */
- vp[1] = v[MAT_SY] * y_scale; /* m11 */
- vp[2] = v[MAT_SZ] * depth_scale; /* m22 */
- vp[3] = v[MAT_TX]; /* m30 */
- vp[4] = v[MAT_TY] * y_scale + y_bias; /* m31 */
- vp[5] = v[MAT_TZ] * depth_scale; /* m32 */
+ vp[0] = scale[0]; /* m00 */
+ vp[1] = scale[1] * y_scale; /* m11 */
+ vp[2] = scale[2]; /* m22 */
+ vp[3] = translate[0]; /* m30 */
+ vp[4] = translate[1] * y_scale + y_bias; /* m31 */
+ vp[5] = translate[2]; /* m32 */
/* Reserved */
vp[6] = 0;
* maximum screen space coordinates of a small object may larger, but we
* have no way to enforce the object size other than through clipping.
*
- * If you're surprised that we set clip to -gbx to +gbx and it seems like
- * we'll end up with 16384 wide, note that for a 8192-wide render target,
- * we'll end up with a normal (-1, 1) clip volume that just covers the
- * drawable.
+ * The goal is to create the maximum sized guardband (8K x 8K) with the
+ * viewport rectangle in the center of the guardband. This looks weird
+ * because the hardware wants coordinates that are scaled to the viewport
+ * in NDC. In other words, an 8K x 8K viewport would have [-1,1] for X and Y.
+ * A 4K viewport would be [-2,2], 2K := [-4,4] etc.
+ *
+ * --------------------------------
+ * |Guardband |
+ * | |
+ * | ------------ |
+ * | |viewport | |
+ * | | | |
+ * | | | |
+ * | |__________| |
+ * | |
+ * | |
+ * |______________________________|
+ *
*/
const float maximum_guardband_extent = 8192;
float gbx = maximum_guardband_extent / ctx->ViewportArray[i].Width;
vp[10] = -gby; /* y-min */
vp[11] = gby; /* y-max */
- /* _NEW_SCISSOR | _NEW_VIEWPORT | _NEW_BUFFERS: Screen Space Viewport */
+ /* _NEW_VIEWPORT | _NEW_BUFFERS: Screen Space Viewport
+ * The hardware will take the intersection of the drawing rectangle,
+ * scissor rectangle, and the viewport extents. We don't need to be
+ * smart, and can therefore just program the viewport extents.
+ */
+ float viewport_Xmax = ctx->ViewportArray[i].X + ctx->ViewportArray[i].Width;
+ float viewport_Ymax = ctx->ViewportArray[i].Y + ctx->ViewportArray[i].Height;
if (render_to_fbo) {
- vp[12] = ctx->DrawBuffer->_Xmin;
- vp[13] = ctx->DrawBuffer->_Xmax - 1;
- vp[14] = ctx->DrawBuffer->_Ymin;
- vp[15] = ctx->DrawBuffer->_Ymax - 1;
+ vp[12] = ctx->ViewportArray[i].X;
+ vp[13] = viewport_Xmax - 1;
+ vp[14] = ctx->ViewportArray[i].Y;
+ vp[15] = viewport_Ymax - 1;
} else {
- vp[12] = ctx->DrawBuffer->_Xmin;
- vp[13] = ctx->DrawBuffer->_Xmax - 1;
- vp[14] = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax;
- vp[15] = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin - 1;
+ vp[12] = ctx->ViewportArray[i].X;
+ vp[13] = viewport_Xmax - 1;
+ vp[14] = fb_height - viewport_Ymax;
+ vp[15] = fb_height - ctx->ViewportArray[i].Y - 1;
}
vp += 16;
const struct brw_tracked_state gen8_sf_clip_viewport = {
.dirty = {
- .mesa = _NEW_BUFFERS | _NEW_SCISSOR | _NEW_VIEWPORT,
+ .mesa = _NEW_BUFFERS |
+ _NEW_VIEWPORT,
.brw = BRW_NEW_BATCH,
- .cache = 0,
},
.emit = gen8_upload_sf_clip_viewport,
};